While I agree with just about everything you say, I'd like to present you with this:in my opinion i feel that the advantage over wakeups isnt worth giving up for this invisibility set up, you teleport and are forced to block because you dont have the advantage for meaties, if you block an attack it negated the invisibility leaving you in the opponents face, and no longer invisible. I like the idea behind it but theres beter setups for invisibility, 214 being my favourite, you can also get it from a forward throw i think, but this is the same sort of idea as this one where you give up the meaty.
for the records i think you can squeeze a tiny bit more damage out if you get good with the timings, from my normal bnb that i get most damage and success with i would use :
Jip, 3d12, njp, 3d12 , 4xxsb, jump punch, f4xxInvis.
You get shit ton of corner carry with this, which i feel is why its his best combo. you can judge how far from the corner you are, and if you are closer to the corner than your opponent, add a telepunch whiff to the NJP to put them in the corner anyway.
Edit: The simple plainest way to get midscreen combos every time is to do a dash block before you 3d12 juggle them, so you are very close to them and the string wont whiff and drop them because your dash was too small.
A fair point i guess, but they arent going to blockstring in your face, if they dont do a wake up you just put yourself in neutral frames next to them i guess, and you cant get a meaty out so you are very open to wake up attacks. In general you wouldnt turn invisible then run straight up next to them with no advantage, because chances are you get beaten on.While I agree with just about everything you say, I'd like to present you with this:
Who in their right mind is gonna try a blockstring after this? If anything they'll be techrolling or trying a (punishable) wakeup. Ain't nobody gonna throw a string out there in anticipation of smoke telepunching in, and if somebody does just throw a fullscreen smoke bomb instead of telepunching in to punish them for trying to punish you. Again, smokeception. I like this as another mindfuck in smoke's bag of tricks, just don't rely on it like most things.
Started doing this recently and haven't seen any one do this yet so not sure if it's new. You can finnish certain combos with f4 inviability and then wiff a smokeport. You will still have time to block a wake up attack after this.
you can get another 3d12 in therejip > 3d12 > njp > b23 xx bomb > f4 xx invis > (telepunch) = 37% (sorry KT I win this time on damage LOL)
Just tested it against a human and they can't block the wiffed smokeport.Can we make sure that humans can't block this? The CPU has a nasty habit of not blocking properly. I say this because out of forward throw, if they tech roll and hold block the t-punch gets blocked. In the video it looks like it might be the same case. If not, it's a pretty great way to end a combo.
Just tested it against a human and they can't block the wiffed smokeport.
During the invisibility, input db44444444444444. The teleport will come out right on time. Similar for switching sides after a smokebomb where njp will splat (b2,3xxSB). Mash the teleport.So I said I'd give my take on it so here it is: This is good if your execution is good. If your execution is poor/slow, then your telepunch will come a few frames too late and you will hit a blocking opponent for a full combo punish. Just... be careful throwing this out. I've otherwise had no problems and have not been punished for it unjustly. Use it sparingly and don't get cocky.
Hmm, I will have to mix the 21 drift in sometime. Always nice to have more options. ThxDouble post but this is another cool combo ender:
(i have seen KT and the likes use this on stream, so i cant claim it, but its by no means new or groundbreaking)
Finish midscreen with "21 xx Smoke drift (towards)" and you will get a cross up.
In the corner this is same but 214 will usually be applicable, but in the corner you will not cross them up, just the animation will, you still remain on the inside of the stage, with your opponents back to the wall.
Example combo i use for this:
JIP, 3d12, NJP(xxTelepunch if back to the corner), 32, 4xSB(Telepunch whiff if you want to swap sides again), 3d12, 21xxSmoke towards.
Now thats a long winded combo D:
Happy smoking!
Darker stages in my opinion, although with any stage you still blend pretty well, nobody should be able to make out your strings and position, only thing i wish was that the smoke drift animation wasnt so vivid when invisible -.-What are the hardest stages to see normal invisible smoke on? The ones where you can kinda see him but you don't' really know what he's doing. So that one time you do end your combo with Invisibility, whiff teleport... your an cross someone up and finish them off. Every now and then... that shit works and it makes me feel so good.